今天我们来学习下Direct3D的顶点和顶点缓存,首先我们需要在场景中绘制一些物体,物体都是由多个三角形组成,每一个三角形由三个顶点组成,我们来看下面一个NPC的模型

左图:正常的模型                      右图:看的出模型是有多个三角形组成

现在我们知道了一个模型最小单位是一个顶点. 如果我们需要自己绘制物体,就要学习下Direct3D如何创建顶点. 顶点在Direct3D中叫顶点缓存(VertexBuffer),顶点缓存保存了顶点的一些数据空间,比如位置,颜色,法向量等等.

定制顶点缓存(FVF)格式:

刚刚说了顶点有很多信息,有的时候我们只需要一些信息,根据自己需要定制顶点缓存

//坐标位置和颜色的顶点
struct CUSTOMVERTEX1
{
float x,y,z;
DWORD color;
};
//等下创建顶点缓存,要传入这个宏,Direct3D才知道我们用的是那种顶点
#define D3DFVF_CUSTOMVERTEX1 (D3DFVF_XYZRHW | D3DFVF_DIFFUSE); //坐标位置和法向量的顶点
struct CUSTOMVERTEX2
{
float x,y,z;
float nx,ny,nz; //法向量
float u,v; //纹理坐标
};
#define D3DFVF_CUSTOMVERTEX2 (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);

FVF常用格式

D3DFVF_XYZ 未经过坐标变换的顶点坐标值,不可以和D3DFVF_XYZRHW一起使用
D3DFVF_XYZRHW 经过坐标变换的顶点坐标值,不可以和D3DFVF_XYZ,D3DFVF_NORMAL一起使用
D3DFVF_XYZB1~5 顶点混合的权重值
D3DFVF_NORMAL 法线向量的数值
D3DFVF_DIFFUSE 漫反射的颜色值
D3DFVF_SPECULAR 镜面反射的数值
D3DFVF_TEX1~8 1~8纹理坐标的信息(纹理=贴图)

顶点格式的顺序原则:

顶点坐标位置->RHW值->顶点混合权重值->顶点法向量->漫反射颜色值->镜面反射颜色值->纹理坐标信息


 

创建顶点缓存:

LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;        //顶点缓存对象
Device->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX1), 0 , D3DFVF_CUSTOMVERTEX1 , D3DPOOL_DEFAULT,&g_pVertexBuffer,NULL);

 

访问顶点缓存:

//创建顶点缓存
if(FAILED(g_pd3dDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&g_pVertexBuffer,NULL)))
{
return E_FAIL;
} //创建顶点数据
CUSTOMVERTEX vertices [] =
{
{ 100.0f, 100.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(0, 0,0), },
{ 300.0f, 100.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 255), },
{ 300.0f, 300.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(0,0,0), },
}; //填充顶点缓冲区
VOID *pVertices;
if(FAILED(g_pVertexBuffer->Lock(0,sizeof(vertices),(void**)&pVertices,0))) //加锁
{
return E_FAIL;
} memcpy(pVertices,vertices,sizeof(vertices)); //把顶点数据保存到顶点缓存中
g_pVertexBuffer->Unlock(); //解锁 g_pd3dDevice->SetRenderState(D3DRS_CULLMODE,false);

 

图形的绘制: 上面我们已经准备好了顶点数据,现在只需要把顶点绘制到屏幕上就可以啦,绘制图形都是的BeginScene() 和 EndScene()函数中间,接下来我们需要依次调用以下函数,、

1. IDirect3DDevice9::SetStreamSource() 设置顶点源

2. IDirect3DDevice9::SetFVF() 设置灵活顶点格式

3. IDirect3DDevice9::DrawPrimitive() 绘制图形

g_pd3dDevice->SetStreamSource(0,g_pVertexBuffer,0,sizeof(CUSTOMVERTEX));        //设置绘制的顶点数据
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); //设置灵活顶点格式
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2); //绘制两个三角形

效果图:

 

全部代码:

#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h> #pragma comment(lib,"winmm.lib")
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib") #define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"盘子脸的程序"
#define SAFE_RELEASE(p) { if(p) { (p) -> Release();(p)=NULL;} } struct CUSTOMVERTEX
{
float x,y,z,rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) //声明变量
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
ID3DXFont* g_pFont = NULL;
float g_FPS = 0.0f;
wchar_t g_strFPS[50]; //包含帧速率的字符
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL; //顶点缓冲区对象 //全局函数声明部分
LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam);
HRESULT Direct3DInit(HWND hwnd);
HRESULT ObjectsInit(HWND hwnd);
VOID Direct3DRender(HWND hwnd);
VOID Direct3DCleanUp(); //主函数
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
//设置一个完整的窗口类,没有设置图标
WNDCLASSEX wndClass = {0};
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.style = CS_HREDRAW | CS_VREDRAW; //设置窗口样式
wndClass.lpfnWndProc = WndProc;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = 0;
wndClass.hInstance = hInstance;
wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
wndClass.lpszMenuName = NULL;
wndClass.lpszClassName = L"GameDevelop"; //注册窗口类
if(!RegisterClassEx(&wndClass))
{
return -1;
} //正式创建窗口
HWND hwnd = CreateWindow(L"GameDevelop",WINDOW_TITLE,WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,CW_USEDEFAULT,WINDOW_WIDTH,
WINDOW_HEIGHT,NULL,NULL,hInstance,NULL); //初始化Direct3D资源
if(!(S_OK == Direct3DInit(hwnd)))
{
MessageBox(hwnd,_T("初始化Direct3D失败"),_T("盘子脸的消息窗口"),0);
} MoveWindow(hwnd,250,80,WINDOW_WIDTH,WINDOW_HEIGHT,true);
ShowWindow(hwnd,nShowCmd);
UpdateWindow(hwnd); //消息循环过程
MSG msg = {0};
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg,0,0,0,PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}else
{
Direct3DRender(hwnd);
}
} //窗口类的注销
UnregisterClass(L"GameDevelop",wndClass.hInstance); return 0;
} //消息处理函数
LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam)
{
switch (message)
{
case WM_PAINT:
Direct3DRender(hwnd);
ValidateRect(hwnd,NULL);
break;
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
{
DestroyWindow(hwnd);
}
break;
case WM_DESTROY:
Direct3DCleanUp(); //失败Direct3D资源
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd,message,wParam,lParam);
} return 0;
} HRESULT Direct3DInit(HWND hwnd)
{
//创建Direct3D接口对象
LPDIRECT3D9 pD3D = NULL;
if(NULL == (pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
{
return E_FAIL;
} //获取硬件消息
D3DCAPS9 caps;
int vp = 0;
if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&caps)))
{
return E_FAIL;
} if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
{
//支出硬件顶点运算
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
else
{
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
} //填充Direct3Dpresent参数
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.BackBufferWidth = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.Windowed = true;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = 0;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; //创建Direct3D设备接口
if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,vp,&d3dpp,&g_pd3dDevice)))
{
return E_FAIL;
} SAFE_RELEASE(pD3D); if(!(S_OK == ObjectsInit(hwnd)))
{
return E_FAIL;
} return S_OK;
} HRESULT ObjectsInit(HWND hwnd)
{
//创建字体
if(FAILED(D3DXCreateFont(g_pd3dDevice,36,0,0,1,false,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,DEFAULT_QUALITY,0,_T("微软雅黑"),&g_pFont)))
{
return E_FAIL;
} //创建顶点缓存
if(FAILED(g_pd3dDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&g_pVertexBuffer,NULL)))
{
return E_FAIL;
} //创建顶点数据
CUSTOMVERTEX vertices [] =
{
{ 100.0f, 100.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(0, 0,0), },
{ 300.0f, 100.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 255), },
{ 300.0f, 300.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(0,0,0), },
}; //填充顶点缓冲区
VOID *pVertices;
if(FAILED(g_pVertexBuffer->Lock(0,sizeof(vertices),(void**)&pVertices,0))) //加锁
{
return E_FAIL;
} memcpy(pVertices,vertices,sizeof(vertices)); //把顶点数据保存到顶点缓存中
g_pVertexBuffer->Unlock(); //解锁 g_pd3dDevice->SetRenderState(D3DRS_CULLMODE,false);
return S_OK; } void Direct3DRender(HWND hwnd)
{
g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0); //定义一个矩形
RECT formatRect;
GetClientRect(hwnd,&formatRect); g_pd3dDevice->BeginScene();
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_GOURAUD); //绘制图形
g_pd3dDevice->SetStreamSource(0,g_pVertexBuffer,0,sizeof(CUSTOMVERTEX)); //设置绘制的顶点数据
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); //设置灵活顶点格式
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2); //绘制两个三角形 //绘制文本信息
g_pFont->DrawTextW(NULL,L"盘子脸",3,&formatRect,DT_TOP | DT_RIGHT , D3DCOLOR_XRGB(255,39,136)); g_pd3dDevice->EndScene();
g_pd3dDevice->Present(NULL,NULL,NULL,NULL);
} void Direct3DCleanUp()
{
SAFE_RELEASE(g_pVertexBuffer);
SAFE_RELEASE(g_pFont);
SAFE_RELEASE(g_pd3dDevice);
}

最新文章

  1. linux挂着U盘和光盘
  2. 使用触发器实现记录oracle用户登录失败信息到alert.log日志文件
  3. ActiveMQ第二弹:使用Spring JMS与ActiveMQ通讯
  4. Oracle笔记(十三) 视图、同义词、索引
  5. XML 反序列化为Model
  6. js操作string它substr方法
  7. idx_rebuild_diff_idx_l.sql
  8. matlab sparse函数和full函数用法详解(转)
  9. 学习笔记_J2EE_Mybatis_02_mybatis注解配置入门
  10. continue #结束本次循环,继续下一次代码
  11. ORACLE数据库自动备份压缩的批处理脚本 rar 7z
  12. centos7下如何隐藏nginx的版本号
  13. python第四十九天--paramiko模块安装大作战
  14. spin_lock &amp; mutex_lock的区别? 【转】
  15. ASP.NET HTTP500错误怎么办
  16. [JS前端开发] js/jquery控制页面动态载入数据 滑动滚动栏自己主动载入事件
  17. JDK 中的监控与故障处理工具-03 (jstat)
  18. UVa 11324 The Largest Clique (强连通分量+DP)
  19. 使用ntp协议同步本地时间(C语言)
  20. 在Linux系统的服务器上使用Memtester进行内存压力测试

热门文章

  1. (转)iOS Wow体验 - 第七章 - 操作图例与触屏人机工学
  2. [Cycle.js] Making our toy DOM Driver more flexible
  3. spring 通过工厂方法配置Bean
  4. 调用百度地图API实现手机自动定位 (逆地址解析)
  5. C#中Byte转换相关的函数
  6. OpenGL ES 2.0 限定符
  7. C#随机生成连续多少个十六进制数字
  8. PAT 64.Complete Binary Search Tree
  9. js 16进制字符串互转
  10. Modified Kaprekar Numbers